Download or read book Gaming Technology Streaming VR and More written by John Wood and published by Gareth Stevens Publishing LLLP. This book was released on 2018-07-15 with total page 34 pages. Available in PDF, EPUB and Kindle. Book excerpt: With streaming services on Twitch and YouTube, no matter the time of day, gamers can watch anyone playing their favorite games. Friends half a world apart can play games together. There's no better time to be into gaming technology. From virtual reality to esports, readers can learn so much about how gaming is growing and changing in this high-interest book. A dynamic design and full-color photographs of top-of-the-line tech in action accompanies age-appropriate content perfectly suited to complement classroom STEM learning.
Download or read book Space Technology Landers Space Tourism and More written by John Wood and published by Gareth Stevens Publishing LLLP. This book was released on 2018-07-15 with total page 34 pages. Available in PDF, EPUB and Kindle. Book excerpt: Someday, families might fly aboard spacecraft to reach their vacation destination. That day might be sooner than many think with companies like Space X hard at work on kinds of spaceflight that could lead to space tourism. This book explores the deep reaches of space alongside the latest high-tech developments used for space travel and exploration. Exciting photographs of this technology at work draws in readers even more as they discover the vast unknowns of space, including many curriculum-supporting STEM concepts.
Download or read book Sports Technology Cryotherapy LED Courts and More written by John Wood and published by Gareth Stevens Publishing LLLP. This book was released on 2018-07-15 with total page 34 pages. Available in PDF, EPUB and Kindle. Book excerpt: A professional athlete's number one priority is staying healthy. Technology for injury prevention and recovery, such as cryotherapy and cupping, is in high demand. Those aren't the only amazing technologies being developed for athletes or in sports today. High-tech gear, playing surfaces, and more are explored in this engrossing volume, complete with full-color photographs of the technology in action. Sports fanatics and computer lovers alike can find something fascinating and new to learn in this high-interest take on STEM topics.
Download or read book Moviemaking Technology 4D Motion Capture and More written by John Wood and published by Gareth Stevens Publishing LLLP. This book was released on 2018-07-15 with total page 34 pages. Available in PDF, EPUB and Kindle. Book excerpt: Almost every blockbuster movie is now released in 3D. Add scents, seats that move, and more and suddenly it feels like you're in the movie, that's 4D. Today, moviemakers don't need film to make movies. They don't even need scenery or many practical effects, if they don't want them. Readers may be surprised at the amazing technology that exists to make movies look the way they do today. Action-packed, full-color photographs accompany accessible text describing a variety of the latest, most interesting and future forms of cinema technology. There's something for cinephiles and casual moviegoers to learn on every page.
Download or read book Rub n El Rubius Gundersen written by Kevin Hall and published by The Rosen Publishing Group, Inc. This book was released on 2019-07-15 with total page 50 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ruben Doblas "El Rubius" Gundersen is a name unfamiliar to most Americans. With more than 31 million subscribers on YouTube, however, he is a bona fide influencer in the video game industry. By the age of 28, El Rubius has cultivated an enormous fan base by combining playthroughs of his favorite video games with his energetic personality and inimitable charisma. Video game culture is now mainstream culture, and huge YouTubers like El Rubius are making careers out of what was once considered a niche hobby.
Download or read book Contemporary Sport Management written by Paul M. Pedersen and published by Human Kinetics. This book was released on 2024-10-17 with total page 832 pages. Available in PDF, EPUB and Kindle. Book excerpt: For over 25 years, Contemporary Sport Management has been the most comprehensive, authoritative introductory text in the field, and the improved eighth edition promises to serve the needs of sport management students even better. Sixty contributors representing a diverse array of scholarly and practitioner backgrounds have teamed up to deliver a timely text to keep pace with the ever-changing sport management landscape. Nearly a third of the contributors are new to this edition, adding fresh perspectives, examples, and experiences to the mix. This full-color text is organized into three parts and aligns with Common Professional Component principles set forth by the Commission on Sport Management Accreditation (COSMA). Part I, Introduction to Sport Management, provides an overview and covers the foundational elements of the field. Part II, Sport Management Sites, exposes students to career opportunities through various sport entities, including interscholastic, intercollegiate, and professional sport organizations and agencies. In part III, Sport Management Functions, readers learn about the core functional areas of sport management, including sport marketing, communication, sales and consumer behavior, analytics, finance, facility and event management, and law. Much has changed in the sport industry since the previous edition was published: name, image, and likeness (NIL) rules; social justice and inclusion initiatives; conference realignments; billion-dollar media rights deals; opportunities for women in sports; and the proliferation of artificial intelligence, sport analytics, and virtual reality and augmented reality—just to name a few. Each chapter incorporates new content, case studies, and sidebars addressing these and other trending topics. A new chapter dedicated to esports discusses its ecosystem, global expansion, and career opportunities and, in response to requests from instructors, returning to the eighth edition is a section on sport tourism. Supplementing the text are online learning materials delivered through HKPropel that are designed to increase student engagement and enhance understanding of chapter content. More than 200 activities, Case Studies in Sport Management journal articles, and case study sidebars underscore key concepts and challenge students to think critically about sport management so they can develop insight into issues they will encounter in their careers. Case studies new to this edition examine the 2026 World Cup, marketing of women’s sports, facility management, and player safety. Contemporary Sport Management has long been a favorite of instructors and students, propelled by its engaging content and visuals, full-color design, robust pedagogical aids, integrated online learning tools, and extensive instructor ancillaries. The updated eighth edition continues that tradition, broadening students’ understanding of today’s sport management issues and preparing them to enter the profession. Note: A code for accessing HKPropel is not included with this ebook but may be purchased separately.
Download or read book Gaming Technology Streaming VR and More written by John Wood and published by Gareth Stevens Publishing LLLP. This book was released on 2018-07-15 with total page 34 pages. Available in PDF, EPUB and Kindle. Book excerpt: With streaming services on Twitch and YouTube, no matter the time of day, gamers can watch anyone playing their favorite games. Friends half a world apart can play games together. There's no better time to be into gaming technology. From virtual reality to esports, readers can learn so much about how gaming is growing and changing in this high-interest book. A dynamic design and full-color photographs of top-of-the-line tech in action accompanies age-appropriate content perfectly suited to complement classroom STEM learning.
Download or read book The Video Games Textbook written by Brian J. Wardyga and published by CRC Press. This book was released on 2023-06-13 with total page 751 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes
Download or read book Playing Smart written by Julian Togelius and published by MIT Press. This book was released on 2019-01-15 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: THE FUTURE OF GAME DESIGN IN THE AGE OF AI: Can games measure intelligence? And how will artificial intelligence inform games of the future? In Playing Smart, Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM’s Deep Blue and DeepMind’s AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us—when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.
Download or read book Machine Intelligence and Data Science Applications written by Vaclav Skala and published by Springer Nature. This book was released on 2022-08-01 with total page 909 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a compilation of peer reviewed papers presented at International Conference on Machine Intelligence and Data Science Applications (MIDAS 2021), held in Comilla University, Cumilla, Bangladesh during 26 – 27 December 2021. The book covers applications in various fields like image processing, natural language processing, computer vision, sentiment analysis, speech and gesture analysis, etc. It also includes interdisciplinary applications like legal, healthcare, smart society, cyber physical system and smart agriculture, etc. The book is a good reference for computer science engineers, lecturers/researchers in machine intelligence discipline and engineering graduates.
Download or read book Becoming a Streamer written by Maxime Luca and published by Maxime Luca. This book was released on with total page 137 pages. Available in PDF, EPUB and Kindle. Book excerpt: Step into the exciting world of streaming with "Become a Streamer, The Ultimate Guide." Whether you're a curious beginner or an aspiring streamer, this essential guide opens the doors to live content creation. Discover how to: Choose the ideal platform: Explore different options, from Twitch to YouTube Gaming, and find the one that best aligns with your goals. Create exceptional content: Learn how to plan captivating live broadcasts, engage with your audience, and deliver an unforgettable experience. Monetize your passion: Uncover multiple revenue streams, from subscriptions to donations, and master the financial management skills essential for streamers. Keep evolving: Improve your skills, use feedback to grow, and stay relevant in a constantly changing landscape. This book guides you step by step toward success in streaming, whether you're a curious beginner or looking to refine your skills. Don't miss the chance to achieve your streaming dreams. Dive into "Become a Streamer, The Ultimate Guide" today and get ready to shine on the streaming stage! Your adventure starts here.
Download or read book Business Strategy E Magazine written by and published by Dr. Vaneeta Aggarwal. This book was released on 2023-10-01 with total page 25 pages. Available in PDF, EPUB and Kindle. Book excerpt: Media technological advances have altered the way we consume and engage with information in today's fast changing digital environment. Each new innovation—from the printing press to the OTT—has revolutionized the media landscape and the way it affects society. It's critical to understand the tremendous changes that have already taken place and the ramifications for the future as we approach a new age in media technology. I visited and participated at the International Broadcasting Convention 2023, held at Amsterdam and was amazed with the huge landscape of media technology software and hardware developing pace. Media technology has made incredible strides in recent years due to machine learning and artificial intelligence. By curating personalized content recommendations, algorithms make it simpler for consumers to find content that is relevant to their interests. Immersive storytelling experiences are made possible by virtual and augmented reality technologies, which is altering how we interact with media material. However, these advancements raise important ethical and societal questions. The growth of deep fakes challenges the authenticity of media, making it increasingly difficult to discern fact from fiction. The algorithms that power content recommendations can lead to filter bubbles and echo chambers, reinforcing people's existing beliefs and limiting exposure to diverse perspectives. As we look ahead, let us embrace these advancements as tools for progress, making the media an even more influential force for positive change in our world.
Download or read book Internet Gaming Disorder written by Daniel King and published by Academic Press. This book was released on 2018-07-18 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet gaming disorder. It provides an overview of the existing research on epidemiology, risk and protective factors, and discusses the distinct cognitive features that distinguish gaming from gambling and other related activities and disorders. Clinicians will find interest in discussion of the latest developments in cognitive-behavioral approaches to gaming disorder as well as the best structure for clinical interviews. Included in clinical sections are details of the key indicators of harm and impairment associated with problem gaming and how these might present in clinical cases. Internet Gaming Disorder is strongly evidence-based, draws extensively upon the latest international research literature, and provides insights into the likely future developments in this emerging field both in terms of technological development and new research approaches. - Discusses the conceptual basis of Internet gaming disorder as a behavioral addiction - Provides screening approaches for measuring excessive gaming - Details a structured clinical interview approach for assessing gaming disorder - Provides evidence-based clinical strategies for prevention and treatment - Covers cognitive behavioral therapy and harm reduction strategies
Download or read book Innovative Technology based Solutions for Primary Secondary and Tertiary STEM Education written by Cristina Hava Muntean and published by Paragon Publishing. This book was released on 2019-09-23 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents innovative technology-enhanced learning solutions for STEM education proposed by the EU Horizon 2020-funded NEWTON project by first highlighting the benefits and limitations of existing research work, e- learning systems and case studies that embedded technology in the teaching and learning process. NEWTON’s proposed innovative technologies and pedagogies include adaptive multimedia and multiple sensorial media, virtual reality, fabrication and virtual labs, gamification, personalisation, game-based learning and self-directed learning pedagogies. The main objectives are to encourage STEM education among younger generations and to attract students to STEM subjects, making these subjects more appealing and interesting. Real life deployment of NEWTON technologies and developed educational materials in over 20 European educational institutions at primary, secondary and tertiary levels demonstrated statistical significant increases in terms of learner satisfaction, learner motivation and knowledge acquisition.
Download or read book Designing Immersive Video Games Using 3DUI Technologies written by Arun K. Kulshreshth and published by Springer. This book was released on 2018-05-29 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which let a user interact in three dimensions are called 3D user interface technologies. These 3D user interfaces have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is unclear how their usage affects game play and if there are any user performance benefits. This book presents state of the art research on exploring 3D user interface technologies for improving video games. It also presents a review of research work done in this area and describes experiments focused on usage of stereoscopic 3D, head tracking, and hand gesture-based control in gaming scenarios. These experiments are systematic studies in gaming environments and are aimed at understanding the effect of the underlined 3D interface technology on the gaming experience of a user. Based on these experiments, several design guidelines are presented which can aid game designers in designing better immersive games.
Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA
Download or read book Mastering the Game written by World Intellectual Property Organization and published by WIPO. This book was released on with total page 378 pages. Available in PDF, EPUB and Kindle. Book excerpt: “Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.